/* Copyright (C) 2015 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ /* GUI Object Base - Button Behavior --Overview-- Interface class that enhance the IGUIObject with buttony behavior (click and release to click a button), and the GUI message GUIM_PRESSED. When creating a class with extended settings and buttony behavior, just do a multiple inheritance. --More info-- Check GUI.h */ #ifndef INCLUDED_IGUIBUTTONBEHAVIOR #define INCLUDED_IGUIBUTTONBEHAVIOR #include "GUI.h" class CGUISpriteInstance; /** * Appends button behaviours to the IGUIObject. * Can be used with multiple inheritance alongside * IGUISettingsObject and such. * * @see IGUIObject */ class IGUIButtonBehavior : virtual public IGUIObject { public: IGUIButtonBehavior(); virtual ~IGUIButtonBehavior(); /** * @see IGUIObject#HandleMessage() */ virtual void HandleMessage(SGUIMessage& Message); /** * This is a function that lets a button being drawn, * it regards if it's over, disabled, pressed and such. * You input sprite names and area and it'll output * it accordingly. * * This class is meant to be used manually in Draw() * * @param rect Rectangle in which the sprite should be drawn * @param z Z-value * @param sprite Sprite drawn when not pressed, hovered or disabled * @param sprite_over Sprite drawn when m_MouseHovering is true * @param sprite_pressed Sprite drawn when m_Pressed is true * @param sprite_disabled Sprite drawn when "enabled" is false * @param cell_id Identifies the icon to be used (if the sprite contains * cell-using images) */ void DrawButton(const CRect& rect, const float& z, CGUISpriteInstance& sprite, CGUISpriteInstance& sprite_over, CGUISpriteInstance& sprite_pressed, CGUISpriteInstance& sprite_disabled, int cell_id); /** * Choosing which color of the following according to object enabled/hovered/pressed status: * textcolor_disabled -- disabled * textcolor_pressed -- pressed * textcolor_over -- hovered */ CColor ChooseColor(); protected: /** * @see IGUIObject#ResetStates() */ virtual void ResetStates() { // Notify the gui that we aren't hovered anymore UpdateMouseOver(NULL); m_Pressed = false; m_PressedRight = false; } /** * Everybody knows how a button works, you don't simply press it, * you have to first press the button, and then release it... * in between those two steps you can actually leave the button * area, as long as you release it within the button area... Anyway * this lets us know we are done with step one (clicking). */ bool m_Pressed; bool m_PressedRight; }; #endif // INCLUDED_IGUIBUTTONBEHAVIOR